python
import cocos
from cocos.actions import *
from cocos.director import director
from cocos.layer import *
from cocos.scenes.transitions import *
class GameLayer(cocos.layer.Layer):
def __init__(self):
super(GameLayer, self).__init__()
self.is_event_handler = True
self.player = cocos.sprite.Sprite('player.png')
self.player.position = (320, 240)
self.add(self.player)
class GameScene(cocos.scene.Scene):
def __init__(self):
super(GameScene,self).__init__()
self.add(GameLayer())
def main():
director.init(width=640, height=480)
director.run(GameScene())
if __name__ == '__main__':
main()
python
from cocos.collision_model import *
from cocos.euclid import *
width, height = director.get_window_size()
collision_manager = CollisionManagerBruteForce()
ship = Ship((width / 2, height / 2), collision_manager.add_tricky(ship))
asteroids = set()
for _ in range(10000):
position = (random.uniform(0, width), random.uniform(0, height))
asteroid = Asteroid(position, collision_manager.add(asteroid))
asteroids.add(asteroid)
python
body = cocos.physics.StaticBody()
position = (320, 240)
sprite = cocos.sprite.Sprite('game_object.png')
body.position = position
sprite.position = position
body.add(shape)
self.add(sprite)
python
body = cocos.physics.StaticBody()
corner1 = (0, 0)
corner2 = (100, 100)
sprite = cocos.sprite.Sprite('game_object.png')
body.position = position
sprite.position = position
body.create_box_shape(corner1, corner2)
self.add(sprite)
force = (100, 100)
body.apply_impulse_at_local_point(force)